Design system
The room,
as an interface
Deep felt greens and blacks. Brass lamp glow. Chalk blue for everything you can touch. Ball colors for skill levels. One system from a phone screen to a Vegas jumbotron — this page shows the tokens and core components.
01 · Color
Felt, brass, chalk, cream
--ink-900--ink-card--ink-line--felt-900--felt-700--felt-500--felt-300--brass-400--brass-300--chalk-500--chalk-300--cream-100--cream-300--cream-500All text/background pairs used in the UI meet WCAG 2.1 AA contrast on their surfaces.
02 · Type
Barlow Condensed & Barlow
Rack 'em
Division standings, week 13
Body large — Barlow 400. The reward for showing up on a Tuesday is a team that noticed you weren't there last week.
Caption — Barlow 400/500 at small sizes for metadata, hints, and table headers.
Tabular numerals for scores: 52 · 48 · 45
03 · Skill levels
The ball is the badge
Skill levels render as their pool ball — SL5 is the 5-ball. Instantly legible to anyone who's ever racked a game.
04 · Actions
Buttons, chips, tags
05 · Surfaces
Cards & felt
Standard card
Ink surface, hairline border, soft depth.
Felt card
The table itself — for member cards and hero moments.
06 · Forms
Labeled, obvious, forgiving
Real labels on every field — no placeholder-only forms, no color-only required marks.
07 · Motion
Purposeful, reduced-motion safe
One reveal pattern (fade-rise on scroll), micro-transitions under 200ms on
interactive elements, and everything honors prefers-reduced-motion.
No parallax, no autoplaying carousels — motion is seasoning, not structure.